dugman
dugman
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I don’t necessarily have a problem with a concede option being available under certain circumstances.
Either way though I’d love to see the game automatically start endgame collapse if no scoring events happen after five minutes. Basically if nothing substantive happens for five minutes it’s probably either an afk hacker the killer can’t damage, or a killer bodyblocking the last living survivor and preventing the collapse from starting, or two survivors hiding in random remote lockers or shrubs and the killer can’t find them, etc. Basically starting endgame collapse automatically after a while of no action gets around all those sorts of stalled games.
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@Phasmamain said:
Pretty sure he did. Either way the devs don’t listen to him so…
I think they listen, they just don’t always agree.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2718526#Comment_2718526
I don't think you understand the topic and the OPs point. They're talking about hackers holding the game hostage for 2 hours after the EGC starts
And I’m commenting on other ways the game gets blocked as well, what’s your point?
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I’d like to see the game have a timer where if no scoring events (or some equivalent indicator) happen for five minutes the endgame collapse starts. That would help avoid situations where a hacker or bodyblocker is keeping the game from progressing, as well as move along a stalemated game where two survivors are both hiding in a random remote locker or shrub or whatever and the killer can’t seem to find them.
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- Bloodhound - It’s very difficult for an injured survivor to avoid you for very long with this perk. Unlike Nurse’s Calling it works all the time, even when the survivor is crouching or goes in a locker, and even if you are good at seeing blood trails normally it makes them even easier to see on dark ground and makes them last significantly longer. Plus it’s not affected by perks like Shadowstep or Distortion. I love this perk as a filler.
- Deerstalker - I don’t always slug, but when I do slug I love having this perk. It saves a surprising amount of time sometimes looking for slugged survivors who might have crawled somewhere, especially if they’re not making noise due to a perk or a sound glitch or they’re a Blendette slugged in a really dark shadowy spot. And it also makes it that much easier to keep an eye on the slugged survivor while you chase someone else or do something else to see if a rescuer is coming their way. I don’t think the perk is super powerful or anything, it’s just a really solid quality of life enhancement when you slug.
- Spies from the Shadows - People tend to dismiss this perk because “you can see crows without it”, but the thing I like is that his perk lets you both see and hear crows through walls and even when your back is turned (you get the noise alert indicator when your back is turned so you know where the crow was). I played a match in Midwich just last night with this perk and it directly helped me find survivors multiple times that match through the walls. The only thing I wish they’d tweak is to change the noise alert explosion sound to be a crow caw.
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I don’t have a problem with survivors getting doors to 99% in principle, especially since I can just open them myself as killer if I want to start the endgame collapse.
The only minor issue I have with the 99% thing is it kind of breaks Blood Warden which requires you to hook someone after the doors are open to trigger. In fact Blood Warden predates the endgame collapse so I have a sneaking suspicion that the fact survivors can pretty easily get around it by 99% the doors might have been a small oversight at the time. As of now Blood Warden is an objectively significantly weaker version of No Way Out, there’s literally no rational reason to use Blood Warden over No Way Out if you have both available, and that’s in large part because of the 99% thing affecting Blood Warden but not affecting No Way Out. They really should take a look at tweaking Blood Warden to just automatically trigger when the doors are opened and remove the hook requirement to bring it more in line with No Way Out.
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@Dramzar_Myers said:
Camping is not problem. Camping - it is the strat to NOT let the hooked to escape. In other words - this is strat that allows killer secure his main objective in this game. Just like that
FYI Watch the video clip posted above, the lead developer is very specifically differentiating between “proxy camping” and “facecamping”, saying the former is a legitimate strategy they like but the latter is more problematic and something they have been actively trying to find ways to reduce to little success so far. He said to date their efforts to counter facecamping as a strategy have encountered issues that were technical dealbreakers because they broke other parts of the game, but they have a new possible solution in the works that seems more promising and he’s hopeful it will work out and be implemented “soon (tm)”.
The lead dev didn’t go into any details on what solution they’re working on, but he does make it very clear they consider facecamping a serious issue they’re actively working on.
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You’re assuming mismatches are due to the MMR being inaccurate, but in reality a lot of mismatches happen even with a 100% accurate rating because the system intentionally puts people who wait too long in the next available match. If a player is an outlier rating and doesn’t have a good matchup then eventually they get put in whatever slot is open so they’re not waiting forever. Likewise if you have a match forming in a lobby, and one player leaves the lobby, the game fills the now empty slot with whoever is available immediately so it doesn’t have four players waiting a really long time for a replacement. And on top of both of those you have high rated people playing in swfs with low rated friends.
Basically there are a lot of reasons for apparent mismatches that all have nothing to do with how good or bad the MMR is in terms of accuracy. It’s definitely possible, even likely, that the MMR is in fact more accurate than the old emblem system (especially since the old system reset every month and you had one emblem rank regardless of which killer you played). (And personally I get better matches now under the new system than I did the old one, but that’s just anecdotal.)
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Eyrie of Crows isn’t “huge”, it’s the median size a lot of other maps are, 9984 square meters. The maps below are all the same size
- Groaning Storehouse
- Fractured Cowshed
- Temple of Purgation
- Both Yamoka Estate maps
- Ormond
- Eyrie of Crows
For comparison there are 14 maps larger than all of those and 15 maps smaller than all of those. It’s literally right in the middle.
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One of the devs posted about a month or so ago asking if we thought he should remove the grades from the endgame screen because they were causing confusion with players thinking they’re used for matchmaking. The unanimous reply was yes, seeing opponents’ grades shouldn’t be a thing since they’re irrelevant. I’m not sure if they’re following up on that and planning to remove opponent grades from the screen but hopefully they are.
What would be nice is if instead of those we saw a rough percentile bracket indicator of the MMR ratings. Just what 5% or 10% bracket everybody is in to give an idea of roughly where everybody is. No idea if they’re considering something along those lines or not though.
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In order:
- Trickster
- Pyramid Head
- Nemesis
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I always say pick the killer you think you'll have the most fun playing. You'll get more bang for your shards buck if you get someone you actually play rather than get someone you don't like playing just so you can maybe get a teachable perk that you maybe can get on a different killer's bloodweb.
Without knowing anything about which killers you enjoy playing or what you like doing as a killer it's hard to say which one to recommend though.
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For reference DbD Mobile allows you to do exactly that and it works pretty well, at least as far as a way to practice the game or explore maps and so on. 🙂 The bot survivors themselves aren't as good as human players but they do gens and run away from the killer and vault at loops and try and stun you with pallets and all that fun stuff. So especially on mobile where the controls are harder for killers to use than PC or console it's nice having bots to play against to try and get a handle on things. Also if a player disconnects from a match on Mobile a bot automatically replaces them so the game isn't totally shorthanded.
Unfortunately the DbD Mobile game was built from the bottom up by a different dev team than the main game on PC and console so Behaviour has already said they didn't have any immediate plans to bring a similar bot system over. They did at least create a bot tutorial mode on PC where you can play as Trapper against four survivors on a specific map, but they haven't expanded that mode to something where you can just do a custom match on a random map against AI opponents, and they haven't set anything up where bots take the place of disconnected humans. Maybe they'll do it some day, but it won't be any time soon. 🙁
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2717062#Comment_2717062
I know it's not cheating hence why I said, it's cheating without actually cheating. I will say that I'm surprised that the devs didn't think this was gonna be an issue though.
If I remember right the devs have said previously that swfs have about a +3% higher escape rate per person beyond the first in the swf (i.e. 2-person is +3%, 3-person is +6%, 4-person is +10%, something like that.) And that half of games have a 2-4 person swf, and of those swfs half are 2-person and most of the rest are 3-person. So if those numbers are still true then they probably see swfs as a balance issue to monitor but not something that's overall gamebreaking, just something they need to track in case they have to tweak something that breaks when it's used by swfs like Object of Obsession did.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2715769#Comment_2715769
The thing is fun is completely subjective what you fine fun I might find unfun. Balance isn't about fun first its about making it fair which isn't a subjective term.
Balance and fairness are subjective, at least partly. For Fairness, for example, just look at Tunneling. Nobody even agrees on what exactly Tunneling is let alone whether or when Tunneling is "fair".
And for balance, subjectiveness comes in when you decide what metrics you're using to balance things. For example, look at gen speeds. Some people seem to want gens to be completed about 50% of the time and if gens are completed more often than that they're "too fast and not balanced". But if you come at it from the metric of "most games some survivors live and some die" then you have the implication that the Exits will be open most matches which means the gens get done most of the time, not just 50%. So in that metric a 50% gen completion rate would be too slow.
Or another example is which data sets do you use to determine if kill rates are too high or too low? Should you only look at games involving only very highly rated players? Do you use games from the top half of the playerbase? Do you use all games? Or a weighted average of some sort where higher rated players' games count more toward the metric than lower rated ones? How you answer that question determines different results when you calculate your kill rate metric, and you can have things that for instance are very effective against average players looking powerful if you use an All Player filter but looking weak if they're not effective against highly rated players (e.g. Hex: Third Eye Blind has a Semi-Charmed Life against average survivors but does poorly against top tier survivors and survivors on comms.)
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As much as I'd love to see Third Seal also cause Exhaustion, I do wonder if that would make it overpowered? Either way, this would basically become the Hex version of Fearmonger then, except that instead of being Exhausted and Blind while working on gens those effects are permanent until the Hex is destroyed.
Also Third Seal is a bit unusual in that how good or bad it is heavily depends on if you're against a group of all solo survivors or if the survivors are on comms. Keep in mind that a Blind survivor can't see any other survivors who are downed or on hooks. (They see the hook explosion when it happens but don't see the hooked survivor's aura afterward.) Likewise Blindness prevents them seeing things like the auras of Boon totems or auras of totems and the killer and such in general. So against solos if you get a down or hook or two it can make things pretty confusing for them since they might not have any idea where to go to help the downed player, or might not know there's a CoH boon to run to to heal, etc. If they're on comms, though, then they can just tell each other where these things are and the Blindness has a lot less effect. So it's probably a bit of a balancing act setting this perk between being useful against people on comms but not being overpowered against solo players.
Finally Third Seal does work better on killers that can quickly spread hits across survivors like Legion or Hag or maybe Artist. (I think the hit has to damage them, so Artist's non-damaging swarm hits probably don't work, but a crow hit on a swarmed survivor should Blind them.)
P.S. Am I the only one that wishes the perk was called Hex: Third Eye Blind? Just so a survivor could have a perk called Semi-Charmed Life?
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I'm not particularly worried about Body Blocking for the most part. Like Mandy and others said above, if you have someone following you around while you chase a different survivor then you're keeping two survivors off the gens for the price of one chase.
That being said the main scenario where Body Blocking does help the survivors is at the every end of the match where a well timed Protection Hit can ensure that the killer doesn't down an injured survivor before they reach the exit. These are probably the most effective Body Blocks overall that I see, they legitimately swing the kill/escape counts by +/- 1 when they work.
Occasionally a Body Block earlier in the match can keep a killer from getting a down for an extra 20 or 30 seconds maybe? That would be if the block is the sole reason the injured person being protected can reach a pallet before the killer reaches them. Mostly though either the block doesn't work and the killer just scoots around the blocker, or they injure the blocker and then chase whichever of the two survivors is closer.
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@Adjatha said:
Haven't played it. But I wish they'd hold off on making more killers for awhile and put proper bot matches into the core game. Heck, they could even charge money for the "Bot Match option" if they're worried about the loss of income from not churning out buyable content every 3 months.
I do like making custom bot matches to practice in DbD Mobile. The bots obviously aren't as good as normal human players but they do at least do the gens and try and run away from you and use vaults, etc. And if a player disconnects on mobile they get replaced by a bot so the remaining survivors aren't quite as screwed. It's definitely a nice feature that I would love to see in the PC version.
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I can't stand playing as Nurse, I hate her stun mechanic because you end up looking at your feet 1/3 of the match. If they at least let you keep your head up I'd tolerate it more, as is she's the only killer I don't play.
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@Aurelle said:
The controls are weird, so it's a little unenjoyable to play.
I will say it seemed easier to play as survivor than killer on mobile.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2715933#Comment_2715933
I love how people complain about people complaining about DH when it hasn't been nerfed despite 8/10 survivors using it but back when old ruin was a thing every thread was about nerfing it cause 9/10 killers used it
But nope it's cause wahh killer main totally you totally figured it out dude
To be fair, Dead Hard was always a really good perk, but only recently did it get an indirect boost as a side effect of hit validation. Hit Validation now allows survivors to hypothetically avoid a hit 100% of the time by reacting to the swing animation, something that prior to Hit Validation didn't always work because of relative lag.
It'd be interesting to know if the devs are seeing either an increase in the usage of Dead Hard or an increase in escape rates of Dead Hard users since hit validation went live. If either or both of those things are true it could be a red flag for them to consider nerfing it a bit. I have no idea what the data Dead Hard looks like though. 🤷♂️
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2717056#Comment_2717056
My dude, you are not listening.
I am ok with voice comms. IF they are fitting to the game. Currently, they are not fitting to the game for all the reasons ive given you. If those reasons were to be changed, fixed, balanced. whatever. then Voice comms would be fine and fitting for the game.
If you cant understand that, thats ok. But im gonna go ahead and stop replying to you after this because I cant change the mind of someone who refuses to see past their initial judgement of something, regardless of how much proof they are given to the opposite. have a great day.
Again, I'm not sure what initial judgement you think I have here? I didn't really state my position, but
- I agree that voice comms create a balance issue between solo and swf survivors. That doesn't make them "cheating" or that the devs aren't ok with having them in the game. It just means there's a balance issue in the game but the benefits of hypothetically allowing people to talk to their friends while they play outweigh the balance issue downside.
- Not wanting to spend business resources on implementing a major feature like voice chat makes total sense if there's already popular third party solutions that do the same thing which mitigate the actual benefit to the game itself. Yeah they could add it ingame if they wanted, but personally I'd just as soon have those development resources spent on other projects, like say implementing game replays or doing balance passes, etc. Getting upset that this is the reason they didn't include it seems odd.
- Half of all games have 2-4 person swfs and virtually all of those swfs use comms. They're not going to alienate literally half of the player base who do use comms just to avoid a balance issue, especially where they themselves use comms in their own games.
- It's ironic you think I'm the one who can't see past "their initial judgement of something".
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There are some rare cases where you must bleed someone out because, for instance, they crawled to a corner out of reach of any hooks. But intentionally wasting everybody’s time for 4 minutes is obviously just giving the middle finger to the survivors.
I’ve only done that once personally, and it was a group of four survivors who intentionally just ran to a corner and went afk. I waited a bit to see if they would come back, and downed them. Eventually they used Unbreakable, I downed them again and just left them to wait out the timer. If they’re going to intentionally just waste my time by refusing to play I have no problem wasting theirs, it at least keeps those guys out of the pool for a few minutes to potentially do the same things to other people.
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- Circle of Healing is overpowered, I’ll be surprised if they don’t adjust it on the likely balance pass for Mikaela next month
- Exponential isn’t all that great. It’s ok but not nearly as bad as Circle of Healing. That said it sounds like the issue in the original post is an exploit involving a specific spot on a specific map. That doesn’t mean Exponential is overpowered though, just that they probably need to tweak that map slightly.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2521570#Comment_2521570
https://forum.deadbydaylight.com/en/discussion/comment/2521583#Comment_2521583
https://forum.deadbydaylight.com/en/discussion/comment/2521605#Comment_2521605
You guys are biased Resident Evil fans if you actually like that map. It's beautiful but horrible for gameplay. I disconnect on that map.
I’ve never played Resident Evil but I like this map. Yeah I get a little lost sometimes but otherwise the map seems pretty fair, the pallets are mostly gameable and the lighting isn’t too bad. (I’m speaking as a killer only player.) And it has a good look to it.
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It’ll be really interesting to see what if anything the devs do with Hex:Pentimento in a few months when they do an Artist balance pass. It’s actually a pretty subtle question of how good or bad this Hex is.
- On its own Hex Pentimento is obviously weaker than when combined with other Hexes because if no Hexes are lit the survivors have little incentive to cleanse them aside from if they happen to have something like Inner Strength. That being said there’s nothing especially wrong with a perk being better combined with other perks, it happens quite a lot.
- Assuming you have other Hexes the survivors can cleanse, then the question becomes how much value do you get from the perk in terms of slowdown assuming you are mostly getting only one or two totems up at a time? 30% slowdown means for every 30 seconds each survivor work on generators while the totem is up the survivors are only getting about 23 seconds of progress. If you figure it takes about 5-10 seconds to go to a cleansed totem and turn it into a Pentimento, you probably roughly break even them in terms of time if it lasts about that long. Also don’t forget that to remove the Pentimento a survivor has to go to it and cleanse or bless it again, which is an additional minimum of roughly 20 seconds total travel and cleansing time. So even if they quickly hop off the gens and go destroy your Pentimento totem right away you’ve probably gotten a bit of slowdown from it simply by coercing someone to destroy it instead of staying on a gen.
- Based on the above, I’d estimate that if the totem can last about 30 seconds and then get destroyed that’s about the equivalent overall of doing a single Pop Goes the Weasel proc (i.e. 20 seconds net slowdown versus doing nothing). And if the totem is never destroyed then for every 60 seconds it stays up you’ve gotten one Pop Goes the Weasel per survivor actively working on generators since every survivor suffers the same slowdown penalty (i.e. two survivors doing gens is two Pops worth of slowdown).
Basically then you really have to know kind of precisely how long these totems typically last to really get a sense for if the Hex is good or bad when placed one at a time as spots become available. It definitely depends quite a lot on how active the survivors are at taking them down, as well as whether they’re cleansing totems in the first place which is influenced by your own other Hex perks.
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@Akumakaji said:
Hex: Pentimento has its problems, but it ain't useless at all. A lot of hex-heavy builds make use if it; something like Plaything, Thrill of the Hunt, Undying and Pentimento: you hit the survivors, they become blind and will have to cleanse the Plaything totem in order to become useful again. The totem cleanses will take forever and you will always have one or two Pentimento rekindled totems up. Its an increadible stall build that will make survivors waste ton of time cleansing some totems, while you prey on them and the other survivors have a miserable time getting gens done with -30%
Thats just an example but you could easily do something similar with a slightly less hex heavy approach.
Still, you are right that boons hurt Pentimento and its normally just used for its first or second power. I honestly cant see the 4th or even 5th instance of Pentimento going off in a natural game that isnt staged. Its never gonna happen. What if you could rekindle every tampered totem or boon, and they couldn't be recleansed? So it generates the dilemma for survivors: do I get rid of Ruin/Plaything, but then face a -30% gen andhealing speed debuff for the rest of the game or live with the hexes effects? I really would have loved it in this version, as hexes right now are laughable most of the time and just get cleansed away in the 1st minute of the trial, unless you literally go all in with 3 or 4 Hex perks.
Fourth and fifth Pentimentos do occasionally happen, but the killer mostly has to wait until four or five totems are cleansed first then do a quick run around the map placing a bunch of Pentimentos right in a row. Whether that’s actually a good strategy or not is debatable, but if your goal is to see four or five in a game without the survivors intentionally helping you do it that’s the method.
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@RenRen said:
To me it's cheating without actually cheating. You get so much info with 0 negatives.
I think a better way to put it is that comms create an imbalance between solo survivors and swfs (almost all of whom use comms). It’s not cheating at all since the devs are totally ok with comms and even use it themselves. But it is a balance issue they should be aware of, and presumably are since occasionally they do tweak something because of comms such as the revamp they did for Object of Obsession because it was truly broken on comms.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2717017#Comment_2717017
im saying that if the devs claim that voice comms are NOT cheating, they should absolutely add in an IN GAME voice comms system. until then, anything they can (and HAVE SAID IN THE PAST) is blatantly ignoring valid points and arguments brought up by the community.
I dont want voice comms at all, UNLESS balance changes happen to various perks and killers powers (traps, stealth killers, information perks, etc) what those changes could be though, i dont know and dont have any suggestions. im not a game dev. its not my job to fix and balance another companys game.
Voice comms COULD be absolutely ok to have in the game, and I would be ALL FOR IT, but changes need to be made for that. Until then, they are not ok.
Ok, so you don’t want voice comms because they’re too difficult to balance around. But you also don’t believe Behaviour when they give the reasons for why they don’t add them to the game, even though you think the existence of voice comms creates imbalances that negatively impact the game. And all because you think PC players who want to play multiplayer games with friends don’t already have Discord, etc.
… 😕
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2717013#Comment_2717013
It was definitely luck on the Survivor's side, that's for sure, they couldn't know and they had the perfect angle, sometimes it happens.
I think it's just the wrong clip to "prove" that flashlights are an issue (if that was OP's intent).
Right, to be fair the OP said they didn’t think they’re overpowered, I think they’re just venting some steam at a wicked flashlight.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2717007#Comment_2717007
ok, I can admit my analogies were maybe a little over the top but that doesnt mean the concept isnt correct.
and the fact that youre justifying not having comms as a non profitable thing is.. damn. Like yeah, I get it, bhvr is a company that needs to make money and thats fair, but if thats the ONLY driving force for them then the game will fall apart. Do you really want bhvr to be the next EA? or do you want them to care about their game and craft it into an amazing piece of a gaming art that people will enjoy for years more? or look back on it in 20 years and think "man, that game was so amazing. Im sad it fell off because the devs cared so much and put so much into it" which if they decide to only go down the financial route, will not happen
I’m confused, are you saying you want Behaviour to add in ingame voice chat because you think it would improve the game and help sales, or are you saying you think voice chat creates serious imbalances and drives people away from the game?
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@Rizzo said:
That blind is due to Shadowborn, bigger FOV also means bigger blind angle, and as you can see from that clip, there's enough space on the right of that tile to get the blind through.
I totally get what you’re saying about Shadowborn being part of it, but even so that was still quite the thin crack that flashlighter must have hit! Not to mention the survivor had no way of knowing the killer had Shadowborn, obviously, so they got a bit lucky that was the case.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2716985#Comment_2716985
while im at it, hey man. why does any car manufacturer exist? like we already have buses and public transport right? why do we need new systems created for travel when we already have some?
why do we have in home washers and dryers when we have public laundromats? right? thats the same logic youre giving me. theres already an established way to wash clothes, why would anyone need them in home? thats just a waste of time and resources, right?
why tf does anyone even have lightbulbs??? Bro we already have the sun, thats like the biggest light source ever and nobody even needs to do anything to use it, so why do we bother making other light sources, right?
same logic youre giving me. it doesnt make sense when you actually break it down and think about it.
you can simp for the devs all you want, and I get it because I love this game too, but at a certain point we as a community are allowing this bullshit to happen to us. we are all dealing with stockholm syndrome without even realizing it
Lol, wow dude you’re really worked up over them not having ingame voice chat on PC, especially considering you think it shouldn’t even be in the game in the first place! 😄
Those analogies are ludicrous, by the way. Car Manufacturers exist because people like to buy cars, their existence doesn’t prevent Busses from existing though or vice versa. If Busses were hyper-popular then yes, you’d see a ton less cars being bought and made because why invest time and money making something that people don’t buy?
Same with DbD adding voice chat ingame. Yeah that can add it but it takes time and resources, so you have to balance that against the payoff. Would adding ingame chat on PC increase sales of DbD enough to justify the expense? If the answer is No then it would be a bad investment. And the existence of popular third party solutions in that space skews the answer to the No side.
Also, I don’t play on console so someone can correct me if I’m wrong, but DbD on console does support the consoles’ voice chat systems as far as I know. It’s not like Behaviour tries to block voice chat on consoles.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2716854#Comment_2716854
then why dont we have an in game voice comms system? Prove to the community that what youre saying is 100% honest and NOT just an excuse to ignore the issue. Or, could you possibly address the second part of his point? being that the game is based around information blackout on the survivors end? if thats not the case, how do you explain various information perks being in the game at all? Every time I see a response from mods and devs about this, its always ignoring any valid arguments being made and just a simple "nah its not cheating. go use our discord" which really comes across as ignoring the communitys concerns.
The reason they’ve given for not having ingame voice chat on PC is that free solid third party chat systems already exist and are widely used so they don’t feel the need to spend development resources on including their own system in game. Also they don’t want to introduce localized proximity chat to the game because they don’t want players to feel obliged to use voice chat or hear other players if they don’t like it or it ruins the atmosphere.
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Good lord, this thread was from 2019 and got revived this month out of the blue. What the heck kind of second chance perks is it using?! 😯
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Sure, the reason the meta is what it is is because at the very end once the Exits are opened, if three survivors are alive with one on hook, then if the hooked survivor still has their Decisive Strike available it’s virtually impossible to stop the rescue and get another hook unless you happen to have an instant down ability.
That being said, if you had hypothetically forced that survivor to use their Decisive Strike earlier in the match then they wouldn’t have it in the end game. Of course whether or not you can do that isn’t entirely under your control, but it does mean that a benefit of forcing a survivor to use up DS earlier is that you don’t have to worry about them using it at the very end for an extra escape.
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🌽 🌽 🌽 😡 🔪 🌽 🌽 😶 🌽 🌽 🚜 🌽 🌽 🌽 🏠
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@catkillsmouse said:
it should'nt be changed tho.So answering no cause it's not powerful at all.
Right, I get what you’re saying, the question though isn’t whether or not it should be changed. It’s about what attracts you to Dead Hard if you even use it and, if it was limited, do you like part of it enough that you’d still use it even if the defs nerfed it?
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I never watched Buffy but I'd love a Supernatural DLC pack
- Winchesters as survivors. Maybe have an Angel Blade perk which lets a survivor do a risky sneak attack on a killer from behind to stun them. (Something like you have to spend 1-2 second charging the ability up while within 1-3 meters of the killer and then if you're within 1 meter of the killer and out of their line of sight then you can release it to get the stun. It would need some reasonable cooldown as well probably)
- Demon as the killer. Probably special ability of Possession where they can temporarily control a survivor for a short amount of time to do things like drop a pallet or hurt a nearby survivor or damage a generator, etc. It would have to be a relatively brief possession with a reasonable cooldown since you wouldn't want survivor players to just not be in control of their character for extended periods.
- The Bunker as the map.
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I've got a few opinions that some people don't seem to like.
- MMR is better than the old rank system, especially after what used to be the "rank reset" weeks. Most of the issues people complain about with the current matchmaking seem to have more to do with when the matchmaking system has to put someone in a first available slot because they're either an outlier rating and there's no good matchups or someone dodged a lobby and the system is putting in whoever's been waiting the longest to fill the spot, neither of which has anything to do with how accurate or inaccurate the underlying MMR is. Personally I've been getting relatively better matches under the current system so I'm ok with it.
- Gen speeds probably aren't that off from where they should be, and I say that as a killer-only player. Most of the complaints about gen speeds seem to stem from people who believe they should have a 50/50 chance of stopping the gens from being finished if they play well, but since the game is designed around some survivors escaping and some dying being the most common results that means even if you play well if the survivors also play well you'll still probably see the gates get opened at the end. It doesn't mean the "gens are too fast", it means the expectation that the gens should be stopped half the time is wrong.
- "Tunneling" is just a complaint from people who are upset they or their friend got downed early. There's absolutely nothing "unfair" or "unsportsmanlike" about downing someone two or three times in a row. The whole point of killer is to down people, and it only makes sense to down an injured person over a healthy one or someone that's already got a hook versus someone without a hook. Not to mention that there's not even consensus on what is and isn't "tunneling", and many complaints about it that I've gotten after a game are obviously not even tunneling in any sense of the word. (I once had someone complain that I "tunneled" after a 12 hook game with Legion.)
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@catkillsmouse said:
killer main Dead is fine but funny looking.
Thanks, doesn't really answer the question though.
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I’m not quite sure, but I think the killers I win the most with might be Doctor, Freddy and Pig. None of which of course are generally considered top tier killers, but for context I play basically a few games a night on whichever killer I have a mission for each night so I don’t end up regularly practicing anybody in particular. Which I think means killers like those three I mentioned which don’t require much specific practice on them to play end up being my best ones. (Ghostface is probably fourth.)
My worst killers are similarly the ones that need the most practice to use well: Deathslinger, Huntress, Nurse, Oni, and to a lesser extent Blight and Plague and Leatherface. It’s not that I don’t enjoy these (except Nurse, I hate her wheezing mechanism), but I just don’t play them often enough to be precise enough to do consistently well with them.
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For reference, if curious, I had a poll a few weeks ago with a decent response asking what Exhaustion perk, if any, people use most regularly if they run just one. Dead Hard was by far the most popular response. About 11% of respondents said they don’t use Exhaustion perks, and about 33% use Dead Hard. Adrenaline and Lithe were both next up at 11%, followed (surprisingly) by Head On at 9%.
@dugman said:
Now that Portrait of a Murder is out with a new Exhaustion perk, Overcome, I thought it would be fun to do a poll asking:
If you run only one Exhaustion perk, which one would it be?
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@DerZuntor said:
Only the person who has the key should be able to escape imo. So after the key user jumps in the hatch closes and can't be opened with a key again.
I agree that an individual key should only allow one survivor to escape, but I think it would be ok if after the hatch closed another survivor could also use another key to escape.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2714582#Comment_2714582
It would be kinda lightborn level. Just something to screw survivors when you see stacked items.
Well sure, a perk that makes sabotaging much harder across the board would be kind of like Lightborn for sabo. Seems ok to me. 🤷♂️
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I think his turning speed feels like moving through molasses, it’s irritatingly slow trying to change your aim. If they speed up his turning rate while aiming I’d like him more.
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In principle Breakable Walls are best when breaking them isn’t necessary to beat a loop, but doing so does weaken the loop and make it faster and easier to beat. Those walls are optional but still beneficial to break, so the killer doesn’t feel like it’s mandatory to do but does feel like they gained something out of taking the time to do it.
The worst walls are the ones that either
- the wall is at a god loop and you must break the wall to make the loop beatable. At that point the wall may as well just be an extra god pallet
- the wall is such that breaking it actually creates a stronger tile for the survivors. Having walls that breaking them hurts the killer is just a new player trap
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I’ve been making a similar suggestion, except replace the totally useless “reduce the chance of self escapes” effects with something that’s actually useful. The one I like is
Monstrous Shrine
- All basement hooks count as additional Scourge Hooks
- You can always see the auras of the basement hooks
- (Some other minor effect like inflicting a condition of rescued survivors or rescuing survivors or making rescues take slightly longer)
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Why limit it to Scourge Hooks? Hypothetically say you had a perk that just said “Destroyed hooks come back 100% faster than normal and take 100% longer to sabotage and give a noise alert when sabotaged”. I doubt that would be overpowered, would do the same thing you’re asking for, but would also have an effects even on its own without using Scourge Hooks.